Feedback:User/Artisan Archer/Major PvP Skill Rebalance

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Goals;

  • Getting rid of the flagger as just a healing character.
  • Toning down Elementalist damage output.
  • Adressing problematic Monk skills and moving away from 0 energy management backlines
  • Adressing hammer Warriors
  • Adressing the pressure output of Ranger, Necromancer and Mesmer bars.
  • Bonus; nerf Dervishes to acceptable levels.

Ritualist[edit]

  • Weapon of Warding (PvP) Weapon of Warding (PvP): Reduce duration to 1..5..7 seconds. Reduce recharge to 6 seconds.
  • Resilient Weapon Resilient Weapon: Reduce duration to 1..5..7 seconds.
  • Weapon of Shadow Weapon of Shadow: Reduce blind duration to 3 seconds.
  • Spirit Channeling Spirit Channeling: Reduce duration to 10 seconds. Reduce energy regeneration to +1..3..3. Reduce intial energy gain to 3..10..12 energy. Increase energy cost to 10. Increase recharge to 45.

The current Weapons spells are more cast and forget than active prot skills. By reducing their recharge and duration flaggers will have to more actively watch the field when using their Weapon Spells.

  • Spirit Channeling Spirit Channeling: Reduce duration to 10 seconds. Reduce energy regeneration to +1..3..3. Reduce intial energy gain to 3..10..12 energy. Increase energy cost to 10. Increase recharge to 45.
  • Essence Strike Essence Strike: Increase energy gain to 1..9..11
  • Caretaker's Charge Caretaker's Charge: Increase damage to 10..70..85.

Spirit Channeling is the main reason flaggers don't bring any snares or damage anymore. By toning it down and buffing more offensive forms of energy management flagger bars should be more offensive and actually pose a threat in 8v8 confrontations and enemy splits.

Elementalist[edit]

At this point elementalists are too good at bringing both strong offense and defense. By toning down the damage output aswell as reverting Blinding Flash to it's previous, more balanced, version should be enough to tone down popular casterspikes.

The elementalists' energy management skills have been getting too strong with the buffs to Attunements aswell as Aura of Restoration, allowing them to drop any kind of secondary energy management, while still using energy intensive skill bars.

Conjures have been problematic for a very long time, increasing the damage output of a single character to unnatural heights. With the nerf to Strip Enchantment and the Dervish Avatar damage modifier being removed (see below), they would become more prevalent again.

Because of all the nerfs to elementalist defense I feel Wards deserve a little buff to make them more maintainable. I felt this particular Ward was the most balanced one as it rewards smart kiting.

Monk[edit]

  • Heal Party (PvP) Heal Party (PvP): Reduce recharge to 15.
  • Extinguish Extinguish: Move to Divine Favor. Functionality change to; "Affects all party members within earshot. Removes one condition. Party members relieved of a condition are healed for 10...82...100." Reduce energy cost to 10. Reduce recharge to 12.
  • Signet of Rejuvenation Signet of Rejuvenation: Increase recharge to 12.

In order to promote the use of energy management over stances on monks , high energy skills need to be worth using and signets need to be toned down a little bit.

Patient Spirit has been a problem for quite some time. It's too easy to use as red bar skill with low risk of using and a high heal.

Warrior[edit]

Increasing the recharge of Enraging Charge should slow down popular dual hammer frontlines to more appriopriate levels.

Paragon[edit]

  • Wild Throw Wild Throw: Remove unblockable part. Increase damage to 5..20..25.

This skill was mainly used be Warriors to remove stances of Protection Monks. By removing the unblockable property it will possible for the Protection Monks to avoid getting thrown out of their stance.

Ranger[edit]

Because of their fast recharge Ranger interrupts are too spammable for, for ex., poison spreading. To promote more skillful play the recharge should be increased, making them more costly to use.

Necromancer[edit]

  • Signet of Suffering Signet of Suffering: Increase recharge to 5.
  • Strip Enchantment Strip Enchantment: Functionality changed to; Removes 0...1...1 enchantment from target foe. Removal effect: you steal 5...53...65 Health. Reduce recharge to 15.

Blood Necromancers have been seeing alot of play due to their ability to pressure and deep enchantment strips. By removing the second enchant strip it should be harder to force through kills on protted targets. Signet of Suffering required a minimal nerf to decrease the pressure output.

Mesmer[edit]

  • Fragility (PvP) Fragility (PvP): Functionality changed to; Target foe takes 5...12...15 damage each time it gains a condition.
  • Frustration (PvP) Frustration (PvP): Reduce duration to 5..12..15. Increase casting time to 2.

Tone down some of the Illusion magic hexes because of their synergy with other strong midline templates.

  • Signet of Humility Signet of Humility: Functionality changed to; If target foe is using a skill, that foe's elite skill is disabled(1...13...16 second[s]). Disables your non-Mesmer skills (10 seconds). ¼ Activation time 30 Recharge time
  • Power Block Power Block: Functionality changed to; If target foe is casting a spell or chant, that skill and two other skill of the same attribute are disabled (1...12...15 seconds) and that skill is interrupted. Reduce energy cost to 10.

Signet of Humility has never been interesting to use and very hard to counter. By turning it into an interrupt but still retaining some of it's old functionality, it should be easier to counter. Power Block has always been very strong at taking down single attribute bars. By only disabling some skills this should no longer be a problem, while still remaining a strong elite interrupt.

Dervish[edit]

By removing the damage modifiers people are able to use appropriate shield sets against dervishes. By increasing the recharge, interrupting Avatars is now worthwhile.

  • Aura of Thorns (PvP) Aura of Thorns (PvP): Functionality changed to; Initial effect: inflicts Bleeding condition (5...13...15 seconds) on adjacent foes. End effect: inflicts Crippled condition (3...7...8 seconds) on nearby foes.
  • Fleeting Stability Fleeting Stability: Increase recharge to 12.
  • Staggering Force Staggering Force: Reduce Cracked Armor duration to 1..3..3.
  • Rending Aura Rending Aura: Reduce Cracked Armor duration to 1..3..3.

By adressing some problematic Dervish skills, their pressure output should be lowered to more acceptable levels, while still being viable.


Note; I didn't split any skills for PvP/PvE, because I don't know what's used in PvE and what's not.